Welcome to our tech page. The
following is an overview of game engines RedMoon has written. We
believe in using the right tool for the right job. All redmoon's game
engines have been built over a period of time with many iterations
integrating years of experience.
rm3d:
The rm3d game
engine is an object orientated 3d game engine written in
C++ built upon a layered approach with reusable modules enabling
multiple games
to be built on the same code base. Modules may be interchanged to suit
any
particular game. Platform independency has also been a major
consideration in
the design of the engine. All hardware specific code has been arranged
for easy
porting to different hardware without affecting the overall
functionality of
the engine. Key features of the engine include, UDP Networking and
Tasking
system that contains a real time Scripting engine that allows in game
compiling
and execution. rm3d rendering
module uses Microsoft DirectX
rmPinSys:
The rmPinsys
Engine is based upon our rm3d engine. Due to the cross platform layered
approach of rm3d we are able to write hardware specific functionality
unique to pinball machines whilst maintaining engine
integrity. rmPinSys has its own Rendering and
sound systems specifically written for Dot Matrix displays
and Custom sound chips.
rm2d:
rm2d is a light weight version of rm3d with all
rendering routines using Direct Draw. rm2d is primarily used for
writing games on low spec Personel Computers.
rm2dLite
The rm2dLite 2d
game engine is an object orientated 2d game engine written
in C++. rm2dLite follows the same design
paradigms as rm3d, with
portability,
reusability and modularity kept in mind. Key features of rm2dLite include
networking, code size and ease of use for prototyping ideas. rm2dLite is also able
to run on low end machines whilst still maintaining the latest
rendering
techniques and effects. rm2dLite does not rely on any third party software such as
Direct X.
rmMobile:
Our last and latest gaming engine is a mini version of
our game engines
written for use on mobile phones. What is specifically interesting
about this
engine is it was written for both language and platform independence.
Due to
the nature of mobile phones, some phone software is written in C++
whilst
others are written in J2ME. The languages are similar enough for us to
write an
engine which is portable and takes the minimalist of effort to port.